Wednesday, October 14, 2015

NBA Live 16 Review


NBA Live 16 Review




NBA Live 16 is an improved game from last year's offering. But while shooting, passing, and dribbling all feel a bit tighter this year, the changes are too minor to push the total package beyond mediocrity. Some of the core gameplay modes are almost unchanged, and visually, NBA Live 16 floats in an awkward space between an outdated basketball sim and a poor attempt at an arcade classic. The series continues to inch toward relevance, but its deficient game modes and stunted systems fail to propel it off the bench and into the starting lineup.
If you consider each element of the on-court action--from the act of shooting to playing tight on-ball defense--it’s fair to say that NBA Live 16 is a much more playable basketball game than its immediate predecessor. Executing crossovers or hesitations and pulling up a quick jump shot actually feels good, with a new shot meter giving you a much more accurate sense of your player’s optimal release point. The previous gap between the peak of a player’s jump and the correct spot to release the ball has been tightened to eliminate any visual disconnect, and the smoother dribbling means you can fake and spin without always sloppily losing the ball or getting stonewalled by poor AI defenders.
The halftime reports by Jalen Rose are helpful and aesthetically sharp.
One-on-one, NBA Live 16 is a responsive push and pull between offense and defense. But with two full teams setting screens, rolling to the basket, crossing from corner to corner, and attempting to execute double-teams, this smooth operation capitulates quickly into a disjointed, jagged knot. Off-ball players set strange screens in the paint when called on to hold off immediate defenders, and limited layup animations force easy buckets to devolve into odd low-percentage shots--leading to offensive rebounds that send just about every player in the paint into an odd state of shock. Maybe more importantly, making long jumpers is just too easy. I put up 56 points in my first ever Rising Star game as a mostly unskilled created player, and that was from using simple screens to create just enough space to jack up a shot.
Each of the individual systems has been tightened, but when it’s all put together, NBA Live 16 has very little mechanical rhythm or consistency. This is most apparent when running the fastbreak, where you’ll often struggle to corral your team to fill gaps and take advantage of defensive breakdowns. There tend to be wonderful moments in good sports sims when it almost feels like the game knows exactly what you’re trying to do before you do it. In NBA Live 16, it can feel like the game isn’t just a few steps behind, it’s actively working against your train of thought. Even the commentary, which features noted ESPN analysts Jeff Van Gundy and Mike Breen, can come off as sporadic audio clips recorded in separate buildings.
Sometimes, a player decides to leave his jersey and abdomen on the bench.
Despite a few minor gameplay improvements, the quality and depth of game modes remains disappointingly low. The modes start with the Rising Star campaign, where you create a rookie player primed to become a top draft pick. You adjust his height, weight, appearance, and position--with the welcome addition of a specific shooting, slashing, or post play concentration available within the five traditional roles. After that, though, you just run through season after season of regular and post-season basketball without any story or gameplay variation to drive you. Rising Star is just a vehicle for you to boost stats and focus on a single position rather than on the entire team, and with the recently released NBA 2K16 putting such a heavy emphasis on story, Live’s Rising Star variation feels woefully undercooked and inadequate.
NBA Live 16’s Ultimate Team and Dynasty modes suffer similarly from being largely the same as last year. Collecting players in the form of cards in Ultimate Team booster packs still holds an undeniable charm, giving you hope that each booster pack will include some new, top-tier player primed to turn your entire team around. However, since it’s relatively easy to find your shooting rhythm, I nearly doubled the score of the championship Golden State Warriors in my first game with volatile shooter J.R. Smith acting as my star player. I still felt compelled to earn new cards, but the massive impact of one sharpshooter makes the collection process feel a bit unbalanced. Dynasty, which lets you run team operations as a general manager, is still just as bare-boned and uninteresting as last year. Setting up a fantasy draft, proposing trades, and signing free agents gives you something to do off the court, but without any real standout new features, there’s little draw in taking on the managerial role.
Thankfully, the addition of the online Pro-Am and Summer Circuit at least gives NBA Live 16 a whiff of freshness. Here, you take your created player and either run through progressively more difficult co-op challenges in Summer Circuit, or join a full five-on-five pickup game against nine other online players in Pro-Am. It’s in this wild, fast-moving streetball jamboree where NBA Live 16 has the ability to shine brightest. Sure, you might run into a group of ball hogs who prefer taking deep, contested threes rather than spreading the ball around the floor. But when my stitched-together team of diverse created players actually came together to form at least the semblance of a real basketball squad, I actually found myself having fun with NBA Live 16’s unpolished systems. Plus, this mode gives you much more reason to care about building up your NBA talent in Rising Star.

Monday, September 7, 2015

SHADOWRUN: HONG KONG

SHADOWRUN: HONG KONG




My charismatic elven Street Samurai could talk my way through a locked door, but couldn’t hit a troll at two paces. And yet here I was, staring down an angry vampire upset at my late-night stock-check of her boyfriend’s flat. This rooftop duel under neon floodlights convinced me that Shadowrun had at last unlocked the potential in its magic-meets-cyberpunk setting.
If I lost, I’d enjoy life as a servile pawn; if I won, she might convince her other half to dispose of a valued asset. It’s all tension, melodrama and, as it turns out, complete farce. Almost as soon as the lead starts flying, she calls a halt and agrees to deal—because she’s not an age-old force of destruction; she’s an accountant. A vampire accountant. Who says corporate jobs are dull?
This world of magic and megacorps in near-future Earth ought to be exciting, but the business of shadowrunning (dirty, untraceable work for the highest bidder) was a touch dry in Shadowrun Returns and its expandalone, Dragonfall. Hong Kong is blessed by the camp excess of Eastern cinema. You find it in the lurid neon that adorns every shopfront, the clichéd retorts, the triad wars and the B-movie heists that Shadowrun Hong Kong delights in. It’s like the series has relaxed, comfortable in its own skin, convinced by a third successful Kickstarter that it’s good at what it does.
Shadowrun is about intrigue above all, and the new story raises questions aplenty. As a clean-nosed tourist in search of your estranged foster father, it’s all of five minutes before you’re forced into roving firefights with the Hong Kong police. You descend into a life of crime, branded a terrorist and desperate for triad protection, taking on a multitude of unsavoury shadowruns while your new boss (the improperly named Kindly Cheng) tracks down your dad and puzzles out his link to the poverty-strangled Walled City. Hong Kong is a more personal and urgent adventure than Shadowrun Returns—you’re not so much a hero as a well-armed victim—and it surpasses Dragonfall in dark comic grandeur.
There’s the staple murder mystery, Hollywood backstabbing, impromptu feng shui and some casual tomb raiding to keep things fresh. Scene-setting is handled by text and décor alone as you fight through missions in reliable turn-based combat, which is all but unchanged from the previous games. Given the fans’ appetite for Shadowrun, it makes sense to return with more of the adventures we've already enjoyed, but Hong Kong feels safe. In the face of competitors like Pillars of Eternity with its character-packed voice work, Shadowrun needs to adapt or become dated.
Static though the settings are, they’re lavish to an obscene degree. It’s luxurious, hands-off spectacle that exists to support the writing, and occasionally outshines it. It’s a shame that $1.2m wasn’t enough to resolve the longstanding interface woes. The UI is cleaner, certainly, but a certain amount of patience is required to see past input lag and, on one occasion, complete failure of input recognition that caused my runner to stroll about in sleeping gas instead of taking the lift. I left her behind with vindictive pleasure. And for all the quality of Hong Kong’s dialogue, it’s still prone to offer an illusion of player choice over meaningful roleplay. Polite, smartass and slow-witted options typically mask the same response, only prefixed with a different description of a facial expression.
Regardless, Shadowrun Hong Kong is a spectacular story of deceit and poisonous evil that will lure you through the most indulgent settings yet seen in the cRPG renaissance. For the price, the scale is giddying, but Shadowrun is starting to cry out for innovation—these are new (quite excellent) assets and a fresh script retrofitted to a two-year-old game. Harebrained works tirelessly to please its backers, but if Shadowrun continues to tread water, the genre it brought out of obscurity could end up slipping back into the shadows.

Wednesday, June 3, 2015

SUNSET Pc Review

SUNSET Pc Review



The first time I rounded a corner in Sunset I just about fell out of my chair, startled by my own reflection as I came nose-to-nose with a glass door and a low-res woman with dead eyes, barely blinking, peering at nothing. It was creepy, but I got over that. What I couldn’t get past was the feeling that I wasn’t the real Angela Burnes. Sunset’s protagonist comes in two forms: one is a character in the story, and the other is a reflection of the player and game designer, a distortion. The real Angela, I think, is the one who exists without me. When I took control, I felt like a fraud.
Angela is an young African American engineering graduate and activist who becomes stuck in a fictional South American city during a US-backed military coup. She makes ends meet working as a housekeeper for wealthy art collector and bureaucrat Gabriel Ortega, whom she never meets in person. Sunset explores their relationship, how they relate to each other and the unrest outside, and how that divides and connects them. Once a week, I assume Angela’s body and wander Ortega’s penthouse completing chores while he’s out—clicking on things that need doing—and poking through his belongings. I can also reply to his notes, and most things I do can be done ‘warmly’ or ‘coldly’. I can arrange his shoes playfully or neatly. I can help myself to a drink while cleaning up, or just put away the glasses. I can express my presence, leave kind and flirtatious replies to his notes, or be invisible to him.
Sunset isn’t really about investigating like in Gone Home, where everything has already happened and you’re piecing together the past from what’s left behind. It’s more like pausing an in-progress play and messing with the set dressings. I deduced some things from Gabriel’s possessions, but anything I missed was filled in by Angela’s voiceovers at the beginning of each day. The unnatural mouthfuls felt over-rehearsed, like she woke up and pre-planned her thoughts about “people organized by hierarchy, aimed at each other with purpose, instead of breathing and flowing through each other, like a city’s supposed to feel.”


MASSIVE CHALICE PC Review

MASSIVE CHALICE PC Review




The boring but accurate way to think about Massive Chalice is that it’s a fantasy-flavoured XCOM reboot, one that trades UFOs for a demon-spawning blight and Mission Control for a gigantic, self-aware goblet who sounds a bit like Femshep and a bit like Jonathan Pryce.
As in Julian Gollop’s exercise in stargazer’s paranoia, a gradual build-up of troops, resources and facilities is bruisingly punctuated by turn-based tussles over regional maps, with the threat of character permadeath never far away. The tug of war between immediate tactical considerations and broader strategic objectives is always on your mind—constructing a Crucible training facility rather than researching a new armour type might cost you the next battle, for instance, but win you the one after, as the quality of new recruits improves.
There’s more, however, to Double Fine’s latest than what it gleans from XCOM, which is just as well given that it doesn’t quite glean enough to be a serious rival. In a nutshell, it’s all about the perils of badly organised sex.
To illustrate that, allow me to present Exhibit A: Clan Fausbore, a cornerstone of my empire for around a century. Once upon a time the Fausbores were a family of nimble, supremely fertile Trickshots (think “archer class” plus explosions), but roughly 40 years ago the household head had a nasty falling-out with her husband. Approached for counsel—the campaign randomly serves up scripted dilemmas like this to keep you on your toes—I naturally advised that the couple tough it out for the sake of the realm.
Massive Chalice
Mrs. and Mr. Fausbore agreed, grudgingly, but acquired the “Passionless” personality trait in the process, dramatically reducing their odds of further offspring. This then rubbed off on the lion’s share of their existing children, and the result is that my kingdom’s future now lies mostly in the hands of pissy old snipers who refuse to breed.
The neighbouring Saetres aren’t as inhibited. They’re at it like rabbits, bless ‘em—near-sighted rabbits who drink too much. My solution to the resulting population explosion is, I feel, highly elegant: I’m signing up every Saetre I can to the Sagewright’s Guild, whose members practice lifelong celibacy. This will speed the researching of a fancy flask, which teleports its thrower to the impact site. More importantly, it’ll mean that future generations of humanity’s finest won’t show up to every other scuffle with a stat-crippling hangover.
Massive Chalice’s handling of character genetics is its strongest feature by far. There’s something both ugly and beautiful about how the game perverts one of XCOM’s staple sensations: the fondness players build up for the troops under their charge. As your 300-year (15-20 hour) reign wears on, you’ll come to look at heroes not with affection but the brisk eye of a cattle trader. Is it worth marrying this spindly greyhair to a 16-year-old, in hopes that he’ll crank out one last sproglet before the reaper arrives? Or should you pack him off to the front lines to raise his level and thus the odds that he’ll spawn a powerful Relic on meeting his end?
If only the combat were as visionary—it’s well-executed but insubstantial. Visibility and cover are factors, but there are no flanking or elevation variables and only a handful of enemy categories, though the offerings there are novel. Most memorably, you’ll clash with Wrinklers that rapidly age whoever they manage to hit, and hulking Twitchers who teleport-swap places with the first opponent they see.
The AI isn’t sparkling, either. Enemies sometimes ignore the arrow-filled corpses of their comrades, and pathfinding is an issue (often to your advantage) on the more labyrinthine maps. Still, the mix of abilities, traits and terrain types captures enough of XCOM’s magic to stave off boredom for the majority of a playthrough. Among other tricks, you’ll use a Caberjack’s ram to smash a self-detonating Rupture in amongst its allies, and deploy arrow types that leave a trail of camouflaging foliage.
Another, more subjective niggle is that the game is a little too easy once you’ve gotten through the early stage of the campaign, when hero bloodlines are in their infancy. Quality of heroes may vary, but manpower itself isn't really a worry—once you've appointed a regent and partner, regional keeps spawn hero trainees at a decent rate, who level up automatically in accordance with their parents' stats till ready for battle.
Judged as a spiritual child of XCOM, Massive Chalice is more of a brainy second son than an all-conquering firstborn. It turns in some clever twists, but doesn’t offer enough baseline complexity to support the kind of dazzling reversals the other franchise is celebrated for. It feels like the start of a promising bloodline, however. Perhaps one of its descendants will rise to greatness.


GALACTIC CIVILIZATIONS 3 PC Review

GALACTIC CIVILIZATIONS 3 PC Review





There’s often a fine line between revolution and evolution, and which side is ‘right’ varies dramatically from game to game. Sometimes we want the next best thing. Sometimes we want a thing we like, simply done better. That’s what GalCiv 3 offers—not so much picking up where the last game off as returning to its template with a stern expression, some better technology, and a few years of lessons well learned.
Stardock’s series is pretty much unique in the 4X genre—a space conquest game that sits alongside Master of Orion instead of simply in its shadow. It’s not just a game of rules and strategy, but of quirky charm—witty descriptions to take the harsh edge off the technologies, an attempt to make the aliens you encounter feel like they have personalities instead of simply being a rendered face on some stats, and enough wrapping to feel like there are could actually be people/aliens somewhere behind your comma-filled population figures.
The biggest two differences between this version and the last, aside from a graphical polish, is that GalCiv 3 now supports multiplayer and demands 64-bit. The former speaks for itself. After years when the characters themselves would occasionally mock the idea, you can now have multiple players fighting over a galaxy. The 64-bit side of things is more interesting, though for the future rather than now. Much like a Civilization game, GalCiv is intended to have a long life. For the moment, it allows for crazy things like having a map with a hundred empires on it (though good luck actually doing that, never mind playing the result). It does however mean that future expansions, and player mods, have far more room to breathe than they once did, which bodes well. From another company, it would be hard to take that on the nod. Stardock though has proven form in this regard, both in improving its good games, and fixing up the originally dreadful Elemental.

THE WITCHER 3: WILD HUNT Pc Review

THE WITCHER 3: WILD HUNT Pc Review


A powerful daughter figure needs saving from an entourage of black-draped specter horsemen. Dangerous supernatural powers are at risk of falling into their malevolent hands, and I’m meant to stop that catastrophe. There’s an overwhelming sense of urgency, but there I am, basically tying off sacks for peasants.
It happened like this: early in The Witcher 3 I was tasked with finding a witch. The witch lived in a nearby waterside cottage and was reported to have details on the whereabouts of aforementioned daughter figure. I was determined to speak to her immediately. My cause was urgent, after all. I’m Geralt of Rivia, scorned Witcher, master swordsman, and I have no time for nonsense.
On my way to the witch I stumbled upon a typically destitute Velen village. I didn’t care about the village at all, and I wasn’t drawn to its armories or tradesmen. But something—maybe the sun setting so amber on the horizon, or the children dashing frantically through the muddy streets—made me stop. I was curious.
It probably goes without saying, but if you’re in a hurry, never get off your horse enroute in an open world RPG. This is especially true for The Witcher 3. Several hours later, once I’d cleared out some monsters for a desperate peasant in her far-off stable, and made preliminary moves to slay a beast haunting the town, I forced myself to leave. Turns out the witch was only 50 metres North all along.
I didn’t really want to leave, though. It’s not that I liked the town, and it’s not that I savoured the fantasy of being a hero to its people. It’s certainly not because I wanted to tick off this town’s quests (there are so many quests, there’s no point being thorough). I was just curious about the villagers’ circumstances. I’d gotten to know the town, but I didn’t understand it. How did they get so poor and wretched? Am I complicit, thanks to my (reluctant) connection with the Nilfgaardians? Is it the climate? Or is it just the way they’ve always lived?
Straight up, this is the most remarkable thing about The Witcher 3. Its writing isn’t perfect—it still bears some of the familiar trappings of being a video game—but it almost always rewards curiosity, big time. The rewards for wondering are invariably bleak, but The Witcher 3 achieves something very few video games do: when I’m engaged in a peripheral mini-narrative I’m not necessarily thinking about its game aspects. I’m not thinking about the XP rewarded, or the money I’ll get, or the allegiances I’ll forge, or the buffs I’ll unlock. I’m not grinding. I just really want to know, and understand, what’s going on.
Geralt’s cause may seem urgent, but the worst way to play The Witcher 3 is quickly. In this game, distractions overwhelm you. For mine, the game’s distractions are where its most engaging stories are found.



INFINITE CRISIS PC Review

INFINITE CRISIS PC Review


Joe Chill is, in most tellings of the story, the man who shoots and kills Bruce Wayne's parents. The gun he used has never been particularly important in and of itself. After all, guns don't inadvertently create Batman—people do.
Nonetheless, firearm-brandishing Chill is one of the DC universe's founding images and that's reason enough to shoehorn a reference to him into a MOBA. In Infinite Crisis, Joe Chill's Revolver offers bonus attack damage and critical hit chance. Its fourth-tier upgrade, Deadly, increases critical damage by 50%. It'll cost you 4000 credits to get there, and that means killing robots that march down mirrored lanes from each team's fortified base towards the centre of the map.
If Joe Chill's Revolver sounds familiar, you're probably a League of Legends fan. It's a close analogue for that game's Infinity Edge, and this mirrors Infinite Crisis' debt to League in general. In both games, you're likely to go for an attack damage and critical hit item on characters designated 'attack damage carries'—those who endeavour to buff up their regular attacks rather than relying on damage from powerful spells or abilities. In League of Legends, then, you might build an Infinity Edge on Tryndamere. In Infinite Crisis, you're quite likely to build Joe Chill's Revolver on Batman. If you're reeling at the idea of Batman saving up robo-bucks to buy a souped-up version of the gun that killed his mum and dad, then you're probably a DC fan.
Infinite Crisis Fight
Infinite Crisis is a capable MOBA that attempts to cram as much of the DC universe as it can into that familiar template, but it can't overcome the fact that these two things simply don't suit each other. Isometric camera angles and RPG-derived abilities are a terrible fit for characters defined by their speed, sustained power, and verticality. Every iconic image of Superman places him above you. He's Superman. In Infinite Crisis, Superman is a bruiser who runs around slowly, periodically using his ultimate ability to dash to enemies before beating them up with his eye-lasers and frost breath.
There is also Mecha Superman, an answer to the question 'what if Superman was a tractor and had a big drill'. He, like Arcane Supergirl ('what if Supergirl, but a wizard') and Atomic Wonder Woman ('what if Wonder Woman, but Mad Max') represent expansions to the character roster drawn from Turbine's own Elseworlds-esque forays into the multiverse. These are fun characters to play—the way Arcane Supergirl's fire-based skillset emphasises positioning, cooldown management and skilful aim is satisfying to learn—but so far from the core DC fantasy that they may as well just be wizards.
Despite its failings as an adaptation, however, Infinite Crisis is an enjoyable game with a bunch of novel ideas. Strategic timing is important to every MOBA, but this is the first time I've seen the concept explained clearly to new players: in Infinite Crisis, a scrolling timeline at the top of the screen lets you know when to expect new objectives to become available across the map. Those objectives are interesting, too: on the Coast City map, teams can capture a doomsday device by defeating its guardian. While equivalent to Dota's Roshan or League's Baron in principle, the impact of stealing an orbital superweapon is far more tangible and satisfying to deploy.


STARDRIVE 2 PC Review

STARDRIVE 2 PC Review


I never thought about it this way, but I suppose if I were a space admiral responsible for the colonization of dozens of worlds, I'd prefer to do it as a sentient bear in samurai armor with a katana strapped to his back. I have StarDrive 2 to thank for that little revelation. My race's girth and resulting lack of subtlety mean we make god-awful spies while checking off StarDrive 2's four Xs, but by Ursa Major, none of the hippie plants and races of reckless wolfmen we've encountered come close to matching our prowess in ground combat.
StarDrive 2 has the spirit of a memorable 4X strategy game, and it competently mixes old standards such as space exploration and turn-based colony management with real-time space battles and XCOM-style ground battles. Its customization is especially generous—if I decide, say, that I don't like how my space bears have "ponderous spacefighters," I can easily make their ships more powerful than those of other races. That extends even to the intuitive ship building component, where I have to weigh considerations such as armor versus engine power alongside decisions about where to place newly researched weapon technologies in the allotted grid. A total of nine races in all vie for domination of the galaxy here, but they're so open to pre-game tinkering that their differences could be merely cosmetic should I wish.
But that's just one aspect of StarDrive 2, and like so many other 4x games, it occasionally veers close to overcomplexity. Great pains have been taken to overcome the most obvious danger zones, though, as tooltips wait behind almost every onscreen feature and extensive automation removes the need to micromanage tasks such as trucking food back and forth between colonies. In emergencies, I can easily change some of my scientists into farmers or laborers by dragging and dropping them on the appropriate screen, and they don't even whine about their degrees not going to good use. On the occasions when I started the game with a good random map with nearby resource-rich habitable planets, such decisions allowed StarDrive 2 to chug along as an entertaining if by-the-books 4X strategy game.

Monday, April 27, 2015

Resident Evil Revelations 2 PC Download

Resident Evil Revelations 2 PC Game 2015 Overview

Resident Evil Revelations 2 PC Game 2015 is developed and published by CAPCOM. Resident Evil Revelations 2 game was made available for the public on 24th February 2015.  It is the 10th installment of the renowned Resident Evil series. Resident Evil Revelations 2 has seen a comeback of the most loved one character Claire Redfield. She is one of the most important characters of the Resident Evil series and the younger sister of Chris Redfield. 
Resident Evil Revelations 2 Free Download
Claire Redfield after her dramatic return is now working for an anti-bioterrorism organization. But one day on her welcome party an unknown force attacked them and Claire Redfield along with Moira Burton are knocked down in unconscious situation. After getting their senses back both of them found themselves in a dark detention room. Now they have to find out  who is behind all this.
Resident Evil Revelations 2 Setup Free Download
Barry Burton an experienced fighter has started searching for her lost daughter i.e. Moira Burton. During the search for his daughter he meets Natalia Korda, a new character added. This young girl has got some amazing power. She can sense enemies and hidden object. Player has to switch between the two characters in order to survive the mysterious island. Resident Evil Revelations 2 PC Game has got lots of twists and turns. Which will left the player guessing what is coming next. The game has got improved visuals and some new enemies have also been introduced. Raid mode has been included in this game for experiencing fast action. This mode is playable for both single player and two player co op. Resident Evil Revelation 2 with its pacy story, return of Claire Redfield and some dramatic twists is surely a game to try out.
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Features of Resident Evil Revelations 2 PC game

Following are the main features of Resident Evil Revelations 2 that you will be able to experience after the first install on your Operating System.
  • Return of Claire Redfield.
  • New characters included.
  • New enemies introduced.
  • Raid mode included.
  • Improved visuals.
Resident Evil Revelations 2 Features

System Requirements of Resident Evil Revelations 2 PC Game

Before you start Resident Evil Revelations 2 Free Download make sure your PC meets minimum system requirements.
  • Operating System: Windows 7/ Windows 8
  • CPU: Intel Core 2 Duo or later.
  • RAM: 2 GB
  • Graphics: NVIDIA® GeForce® 8800 GTS, AMD Radeon HD 3850
  • Hard Disk Space: 23 GB
Resident Evil Revelations 2 Download For Free

Resident Evil Revelations 2 Free Download

Click on the below button to start Resident Evil Revelations 2 Free Download. It is full and complete game. Just download and start playing it. We have provided direct link full setup of the game.